vilhazarog
Diplomat
F)ight, F)ight, F)ight, P)arry, P)arry, P)arry!
Posts: 125
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Post by vilhazarog on Oct 2, 2006 11:29:15 GMT -5
Ok, now I know Syndicalism was added to encourage more fighting, but how about this:
Add another item type to the game, "alien" or "golden age" artifacts. These are fancy doodads from another time or planet that nobody can make anymore. You could pop these in from time to time as a random event. You can attached these guys to your Battle Mine to give it really cool powers. The more you have, the cooler the power.
Here's the catch: artifacts are *always* tithed first. Plus, they are visible to everyone, and part of your score.
So now, you see a guy with five artifacts sitting next to you, hell, you're going to blast him, even if it *does* cost you half your buildings, because you're guaranteed to tithe away at least one of them, so it's totally worth it. Of course, you have to be careful to leave something in reserve, so *you* don't get blasted by someone looking to relieve you of the prize you just scored...
So this gives you: 1) More reason to fight 2) More reason to stick together (to be within range of someone with artifacts to steal)
-Cirdan
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Post by Rycchus on Oct 2, 2006 11:50:08 GMT -5
That would definitely encourage me to fight! The only thing is, maybe people would be afraid of having an artifact because it's like a neon light saying "HEY! OVER HERE! ATTACK ME!" But the same could be said of DDD's.
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PsiweaponCursesTheAutoLogOut
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Post by PsiweaponCursesTheAutoLogOut on Oct 2, 2006 18:07:16 GMT -5
It could be interesting But, even though tithed first, you should be unable to tithe more than one in the same vassalage, or at least no more than one per vassalage cycle; or else, if someone manages to get more than one, they're going to be together forever (as they would almost always tithed together)
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Post by JCAgain on Oct 2, 2006 20:41:51 GMT -5
I like it! Only one would be tithed each cycle, and it would be IN ADDITION to regular tithes. Each Alien Artifact (AA, perfect for the scoreboard ) would have different effects which stack with all others present (and often with similar AAs). They'd be shown in a list on your Academy page once you have any of them. Let's make one per government, and make them added to a person's inventory randomly according to their current government! Alien Energy Well [Capitalism] +1 PM per Energy Well (to a maximum of the number of neighbours you have) -1 PM for all neighbours BMs Alien Heatseeker [Theocracy] +10% Combat Accuracy +5% Combat Accuracy per Heatseeker (this isn't shown on spy reports) Alien Stasis Field [Technocracy] -1 "hit" in combat/sabotage (stacks with multiple Stasis Fiels, but only for each additional shot in combat; thus the first Stasis Field blocks the first successful shot, the second the second, and so on) Alien Rifle [Fascism] +1 "hit" for first successful shot in combat (stacks; additional Alien Weapons affect each subsequent hit, similar to the barricades) Alien Planter [Democracy] +5% Food Growth per Alien Planter Alien Mind Controller [Communism] -5% Corruption per Mind Controller Alien Matter Transporter [Bureacracy] +5% chance of stealing through corruption for each spy placed. Alien Mothership [Monarchy] +1 vote at the Senate per Mothership (due to the Aliens also getting a vote). You are also now permitted to vote for yourself for Speaker; however, only Alien Mothership votes and Embassy-forced votes will count towards you (Diplomat and your usual vote do not count). Alien Artwork [Anarchy] +1 Score (in addition to the bonus from having the Alien Artifact in the first place) Alien Havoc Device [Syndaclism] Acts as a random other Alien Artifact each cycle (this is displayed in parenthesis on the Academy page). It also provides an additional +1 Score (or +2 score if it was considered an Alien Artwork for the turn). Bah, I dunno about all those I just sort of made things up on the fly. Those are really kind of powerful XD But I like them.
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Post by iuewen on Oct 10, 2006 21:25:02 GMT -5
I don't like the Stasis field, Rifle, or the Energy Well if the PM minus stacks. Basically, with either the Stasis or Rifle, you could become invincible in combat, and that should never happen.
The Energy Well could effectively shut the game down for many people, if you horde enough of them with the Stasis, and then move into position and switch gov'ts, and maybe lay down a few EUR rounds every once in a while to keep pollution and fallout high. -6 PM on top of EUR blasts would effectively shut down all opposition while keeping you high enough to not even worry about the pollution or fallout with the modifier.
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Post by JCagain on Oct 11, 2006 0:28:47 GMT -5
Rifle isn't that hot... You get one extra "hit"...
So your EUR does 4 damage instead of 3. But only your first shot is affected.
If you get LOTS of Rifles, then your EUR becomes Power 4 instead of Power 3, but no better - more Rifles than Firepower is useless to you, since you can never hit more times than that.
Stasis is the same: you can block regular ammunition fairly well, but it can only reduce EUR to Power 2, and URO to Power 1, never worse than that... and doesn't help much against ICBMs... and also is countered by Rifles. Perhaps even stipulate that each "hit" always does at least one damage. That way, Stasis against normal ammunition does nothing, but it blocks some damage from Rifle and URO/EUR shots.
Energy Well specifically doesn't stack the negatives, since otherwise it'd be uber. I'd even go so far as to say that each player can only be affected by one Energy Well at once (which makes sense) determined randomly from their neighbours, and so the "total number of neighbours affected by the Energy Well" might decrease if others have Energy Wells, limiting the PM boost from it considerably if people have multiple Energ Wells.
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Post by JCyetagain on Oct 11, 2006 0:31:31 GMT -5
Oh, I guess I didn't explain "hit" very well.
Basically:
Normally, hitting with URO causes 2 damage (or "hits", as it destroys two buildings).
With a Rifle, hitting with a URO causes 3 damage.
If you have only one Rifle, hitting with two URO causes 5 damage (3 + 2).
Likewise, Stasis doesn't block the whole hit, just the first "damage" from that hit, and again, only one hit per Stasis.
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Post by Rasteroid on Oct 11, 2006 23:43:52 GMT -5
Sounds kind of fun..
I wanted to make some unique items that could be traded and passed around. Making them tithe first is an interesting twist, would definitely encourage warfare.
However, I could see some powerful faction absconding with them and protecting the owner with supplies etc.
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Post by JCagain on Oct 12, 2006 16:14:37 GMT -5
Perhaps make it so that anyone who attacks automatically takes one Alien Artifact from their target, as long as they have an Agent there to smuggle it to their side during the confusion of combat (although it would remove the spy). Then make them immune to tithing. Also, have only one Alien Artifact able to be taken in a given cycle (to prevent two people tag-teaming someone).
That way, you really can't protect your Alien Artifacts from being taken from you, since even if you have uber defenses and are unstoppable in combat, even the loser of the battle can snag an Alien Artifact from you.
That might make them too easy to take, though...
Oh! Also, make it so that they always overflow first, and each one overflowed is added back to the pile of "potential Alien Artifacts" which would increase the chances of others obtaining one (say that they get +1 each per week, and at the start of the week, each one is given to a random player of that government type - if no player can take it, the potential list stockpiles it for when people are able to take it).
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